Another update on CurseForge has been released. This update should allow for multiplayer capability and fixes a few other crashes, including one that came about due to a previous fix. There was also some minor Wiki updates. This update will be available as soon as processing/reviewing is done on CurseForge's part.
TragicMC 3 - v0.51.4813-1.96
Changes/Additions:
Added a bit more information in a few Wiki entries, including letting players know that Weapons may have multiple evolution branches depending on Influence
Updated some Wiki information regarding Aegis since the Wiki was implemented before a minor rework of it
Config category comments were modified to only appear on client-side Configs, this change was made due to Localization not playing well with the Server
[1.12]Added the built-in Forge Config GUI, this appears under the "Mod Options" when you select the "Config" button, this allows you to change settings related to the HUD, changes save to the client-side Config file only
Fixes:
Fixed an NPE that could occur when a source pretending to be a player killed something
Fixed various issues preventing the mod from running in a Server environment, allowing multiplayer to be possible
Extra note:
More testing in a multiplayer server is required to ensure of stability, as usual, please report any issues you have
I made a fan Discord for discussion relating to the mod. Might help with documentation if people join to ask questions regarding the mod's progression.
I think Claymation Prime may either be bugged or a little overtuned.
It says you need to damage him enough to where he doesn't heal after changing form; I'm shooting him with a Corruption Vacuum and dealing what should be enough damage while he's dazed to prevent healing, but after he stays in his ultimate form for a while he fully heals when he changes form.
He's pretty much unkillable and it doesn't seem like reducing his armor affects how much damage he takes.
Speaking of bosses, Empariah only seems to take 2 points of damage at maxiumum, even with a full-achromy merokite tier 2 hammer archetype weapon.
I think Claymation Prime may either be bugged or a little overtuned.
It says you need to damage him enough to where he doesn't heal after changing form; I'm shooting him with a Corruption Vacuum and dealing what should be enough damage while he's dazed to prevent healing, but after he stays in his ultimate form for a while he fully heals when he changes form.
He's pretty much unkillable and it doesn't seem like reducing his armor affects how much damage he takes.
Speaking of bosses, Empariah only seems to take 2 points of damage at maxiumum, even with a full-achromy merokite tier 2 hammer archetype weapon.
I'll look into it, this is for the 1.12.2 version I'm guessing?
The Overlord has some bugs correlating to how the fight plays out. Only tested on the 1.12.2 version
Killing all his Seekers Firewalls doesn't always seem to grant you the antivirus debuff and sometimes doesn't remove the impending doom effect from you (which ends up basically killing the player unless they are wearing the mod's armor, which seems to, for some reason, negate the 10 hearts of magic damage it deals?)
Additionally, sometimes the start of the seeker phase does not even inflict impending doom on you.
When the player manages to get past its cocoon phase it seems to never go into its supercharge phase, even after the "short period of time" that the ingame guide command states. It summons relays and performs its other attacks (stunning and appearing behind the player, huge leaps), but never seems to go into its supercharger even after getting wailed at with a Spiderbite with reaper and chaos feats active + balance M (15 hearts/hit; armorpiercing) several times in a row.
Empariah also has a single bug, as from what I (and Sweaty) found
Empariah seems to take heavily reduced damage even after killing his summons; the aforementioned Spiderbite combo above only ever does 3 hearts of damage to him atmost.
Balance:
There are a few balance tweaks I would like to suggest:
The Spiderbite is awfully broken.
It's obtainable as soon as you enter the Roughlands (or whatever the Stin biome is named) and kill arachne
It has a good matchup against practically every mob in the mod.
If you manage to get extended on it (which isn't super hard; thanks to scriptures allowing for easy boss farming), you effectively gain the ability to range almost every boss in the mod due to it having +4 melee reach with that modifier.
It's better than the Anguished Scissor dagger due to it having a similar gimmick (high cleaving) but better (100% piercing damage due to its ability alone). The only disadvantage it has over it is the lack of a speed buff, but that would the only reason to use it over Spiderbite (and even then, other daggers exist).
To fix Spiderbite, I think its damage should get toned down at the very least. Having high melee range and lower damage would turn it into an alternative version of the dagger that trades a speed buff for effective melee range. Toning down the attack speed would also make it less effective as a quick swapout when paired with daggers.
2. The vampirism enchantment is stupidly powerful.
Even if it is restricted to tier 3 Merokite (Post-overlord) weaponry, you can obtain it with vanilla enchanting and up to level 5 via such methods, thus allowing the player to obtain it earlier.
One heart per level is VERY powerful, moreso when the effect can be procced by effectively just spamming the sword.
The Vampirism enchantment should have its potency halved or divided by four (0.25 or 0.5 hearts of per level) and procced on full melee hits as opposed to partial hits.
3. Trickster's Gamble is underpowered.
It is obtainable after an instanced boss, Kyutsu (Able to be fought anytime in the Collision, provided you have the right influence, but requires good gear), is defeated.
Has poor damage even after being buffed once below half health and beforehand (6 and 4.5 respectively)
The damage on Trickster's gamble should be buffed from 4.5 to 9 and its passive should buff its damage amp to 1.5x damage (or +4.5 damage, if that is too powerful) after you get low enough instead of 1.33x/+1.5.
4. Corruption Vacuum, as a weapon, should not be able to stun mobs.
The null burn effect seems to be able to additionally make mobs incapable of moving when it is applied. Sweaty, on a small stream he did over Discord, killed bosses such as Ranmas with it super easily and even trivialized challenge versions of bosses (He practically stunlocked Claymation Prime with it, but couldn't kill it as he reported above).
Null burn shouldn't 100% slow mobs, as simple as that. I think 8 damage, a DoT that damages mobs in an area and the ability to create crafting materials that can be used to repair it is good enough.
5. Useful idiot's ranged function is really underpowered, even in the context of its ability.
The melee ability of the Useful Idiot is mediocre if you consider practically every other weapon that you obtain beforehand (Platohedron especially, which is the same thing but better)
The projectile should inflict knockback comparable to platohedron's (or lower) and the weapon itself should do increased damage if you melee with i if you have ammo in its chamber at the cost of consuming the ammo.
6. The Jack of Spades is mediocre as a multitool.
It's notably slower than diamond tools and is a complete joke if you have enchanted diamond gear (which you likely would by the time you have it, since you have to go through the vanilla dimensions and do practically every vanilla until then). Its ability is good, but that's it.
I think the fixes would occur if you implement one of the suggestions below (in changes). Otherwise: buff the mining efficiency of the tool to be slightly above diamond.
7. Thundercrash is really bad at knocking away mobs.
At point blank range, it knocks mobs away about as far as Platohedron and even stuff like Knockback II swords afaik.
It should either receive heavily increased knockback (at the farthest range, it should inflict the same knockback it does at point blank as of current, and at point blank it should be notably higher). That, or make it work like Nekoid's pressure cannon from TragicMC2 1.8.9 and allow the player to reflect projectiles and stuff with it.
Changes:
I have a few changes in mind that I believe would improve the mod. All of these are generally more widespread and effect more content within the mod:
1. TragicMC weapons should not rely on enchantments for effects. The abilities they gain with higher Achromy levels should be innate.
It always bothered me that the weapons from the mod rely on unbreaking for high level effects and stuff. I mean, I was thinking you could just make it so that, at a higher level, they could just automatically gain "bonus durability" similarly to how certain modifiers such as compact gives items +300 durability. Either that, or just buff the durability of all items so they automatically have higher durability
Replacing the enchantments with innate weapon abilities could be as simple as the one tier 3 staff weapon with Looting having the ability to reroll loot tables upon killing mobs, effectively doubling drops - that or just being an additional, hidden looting level(s) that could stack with the Looting enchantment. They could be similar to their original ones (outside of unbreaking, which is either a direct durability increase or just a durability increase without the need of leveling the item).
I think replacing innate enchantments would tie in with the other suggestion I have.
2. TragicMC weapons should be enchantable via normal means.
This always peeved me. The inability to enchant weapons more or less means you can't get Looting on your weapon to reduce grind. Even then, you only get specific enchantments for specific items (e.g, looting is restricted to a single influence for staff weapons). As a result, you have to spec into very specific weapon trees with influences if you want to obtain specific enchantment effects and, considering RNG affects what influences will evolve the weapons, that is a big nono for me (and likely plenty other people).
Enchantability on the weapons will give more options on builds and allows for the mod to interact with other mods' enchanting systems. Wouldn't mind toting around a looting X celestial aegis via Apotheosis' endgame enchanting stuff.
TL;dr: a few bugs, some balance changes and somewhat big gameplay changes.
TL;dr: a few bugs, some balance changes and somewhat big gameplay changes.
Those bugs and multiple others I found doing playtesting are as a result of an internal Vanilla change from 1.10 to 1.12 that affected a few methods relating to how bounding boxes work, which the mod uses extremely heavily. The majority of issues with Bosses should be resolved after adjustments to compensate for that. This is a similar issue to certain items and abilities not working on initial 1.12 release due to internal Vanilla changes to how Itemstacks are stored and tracked.
For balancing, a few of those weapons were actually never balanced with the rest just due to me skipping them on accident. Corruption Vacuum in particular wasn't adjusted at all after creation and had a bug related to Null Burn as well. Each of the weapons have already been looked at and adjusted for next release.
As for the proposed changes, Enchantments function the same way as an internal ability would, which is why they are done that way for more generic usability. Unbreaking at higher tiers effectively acts the same as giving a straight Durability increase, negating most of the durability damage as the enchant goes to a higher level.
Another bug i've spotted with the 1.12..2 version involving spawning the Overlord and Aegis:
When you use a Synaptic Resonator on the Overlord's summoning altar after killing him once, different things occur depending on how many you have in your inventory:
- With 1-2 Synaptic Resonators in the same inventory slot, the Overlord spawns but displays the message saying you need a specific tribute as though you didn't have one
- Using it with 3 Synaptic Resonators in the same inventory slot will summon TWO Overlords and display the same chat message
- Using it with 4 Resonators in the same inventory slot summons 2 Overlords without the chat message
The summon block consumes 4 resonators at maximum
Using a cursed Tribute seems to summon a regular Overlord rather than the perfected version with the same behaviour with 1-2 Synaptic Resonators, but doing so in creative will summon two Perfected Overlords
Using the Cursed tribute on Aegis' summoning block will also summon a normal Aegis instead of Aegis Prime. Using an Aeria spawns Aefis as it should but both items will display the chat message "A specific tribute is required to summon this creature". Using the cursed tribute is creative spawns TWO Aegis Primes.
Not a bug report, but just a few questions regarding a bit of legacy/lost content for the mod:
1. The files for the neko mobs (and mechs) from 1.8.9 TMC2 are still in the asset files for the mod. Are the mechs ever going to make a return let alone the funny neko mobs themselves. I know that the Grimm biome was originally named the Neko biome before it was ultimately renamed. Either the neko stuff in the files is for something entirely different (Not the dimension for sure, as you confirmed that it isn't returning to the mod via Twitter).
2. There was music for the record items back in 1.8.9 TMC2 that had their own music. I'm not talking about the dimensional music (which was ripped from various Metroid games), but the music disc tracks such as Atrophy and Untitled that were really dope. Are they original tracks or were they also from other games/media? If they are original, then I definitely do think you can try to make tracks for the Collision/Synapse at some point.
Another update has been released on CurseForge. Blah blah processing, wait for CurseForge stuff yada yada. This update wasn't tested very thoroughly because I haven't had time to but I didn't want to sit on it for a month without releasing it so here it is.
TragicMC 3 - v0.51.4825-2.194
Changes/Additions:
Updated formatting in notifications to use vanilla methods, this shouldn't break anything but just in case, it's noted here
Evolutionary weapons can now have a Complex Influence when they hit max evolution, this change was made due to an oversight regarding their Influence-based Enchantment when Evolution was made to use Simple Influences
Excuberance no longer has a higher than intended Toughness value
Claymation no longer has as aggressive of passive healing, in it's Prime form in particular, it could heal ~20 health per immunity phase which didn't feel fun to fight against so its reduced to ~6 now in that same time frame
Adjusted Echo to have less stun immunity time after being initially stunned and after being staggered, also adjusted its shield texture to make it more obvious that it is immune
Made it so that Summon blocks can't be spammed as quickly now, they have a buffer applied in their blockstate to prevent accidentally spawning too many in at once
The mod's Bosses can no longer be Stunned or Slowed by the mod's effects
Adjusted Bullet range dropoff on Guns to be harsher, it was using too linear of a scalar over too large of a range, resulting in barely any dropoff over the course of a huge range, adjusted a few Gun's dropoff stat to utilize it better now
Adjusted Claymation Prime to render with a darker color when hit since its texture is very similar to the normal "hurt" color
Removed Spiderbite's piercing damage and reduced its innate Range modifier to 0, reduced duration and amplifier of its Poison effect, added a small chance to inflict Stun on hit
Reduced Ammo count and reload speed for Corruption Vacuum, reduced its duration and amplifier of its Null Burn effect
Increased buff given from Trickster's Gamble when the player is below half of their max health
Added Efficiency III and a Fortune II Enchantment to Jack of Blades, these Enchantments apply as it gains Achromy infusion
Slightly increased Thundercrash's knockback scalar to make downward trajectories feel more impactful
Increased Useful Idiot's bullet damage to 5 from 2 and decreased reload time to 3 seconds from 9, also increased its durability to 744 from 544
Null Burn had its damage per damage tick output reduced
Additionally, Null Burn was unintentionally applying a Slowness debuff, allowing it to "stun" at a safe distance, this is removed now
Vampirism had its healing reduced to 0.33x per Enchant level with a buffer added to it activating
Actualizer had its bullet damage reduced to 4 from 9 and durability reduced to 450 from 650
Longshot had its base damage halved (40 to 20) with its durability doubled (30 to 60), reduced Dropoff range to 16 from 24
Spritzer, Firebolt, Shadowstream all had their bullet dropoff range reduced
Symbiote had its durability increased to 968 from 666
Adjusted Bleed to work with long damage over time rather than only inflicting damage once after the effect wore off, it now does very little damage over a long period of time and can be reapplied to maintain the damage, damage resets after hitting a certain amount and is built back up to that cap
Enchantments that inflict Potion Effects have had their effect application reduced, affecting duration and amplifier of effects that are applied
Made it so that Stun renders full bright past a few seconds and reduced a few applications of Stun that were set too long
[1.12]HUD elements now update at a fixed time rather than being bound to framerate, which resulted in inconsistent display times when framerate was unstable
Fixes:
Fixed Evolutionary Weapons not maintaining their Enchantments properly through branches, resulting in Evolutions having an Enchantment they aren't supposed to yet or resulting in a final Evolution not having an Enchantment that they were supposed to have
Due to the fix for Evolutionary weapons, Armor Sets now properly gain an extra Enchantment when Influenced and at final Evolution tier (and at max Achromy infusion)
Fixed Claymation Prime having improper triggers for it healing and failing its Bonus Objective
Fixed an issue where Enyvil's stagger damage was being counted improperly during its Attack phase, resulting in extremely easy stuns when using a ranged weapon against it (and in other, various situations)
Fixed an issue where Summon Blocks would count a client and server-side activation, causing weird interactions and then deleting more Stacks then they were supposed to
Fixed an issue where Summon Blocks were taking Cursed Tribute before checking if it was a Cursed Tribute, resulting in it never summoning the Challenge version of that boss
Fixed an issue where players that were in Corruption/Withdrawal could continue using Abilities
[1.10]Fixed Weapons not syncing their info properly to the Client when on a Server
[1.12]Fixed an issue with bounding boxes caused by an internal Vanilla change when updating from 1.10 to 1.12, this affected things like potion effects from Bosses and hit radius for AoE damage and addresses multiple issues with AI
[1.12]Fixed an issue where one of the capabilities the mod uses wasn't syncing to the Client properly, resulting in the Frozen effect overlay not fading out properly
Extra note:
Due to the amount of people actually downloading the mod for 1.10.2 (less than 5% of total downloads), this may be the final 1.10.2 version unless some other major bug fixes are required.
Not a bug report, but just a few questions regarding a bit of legacy/lost content for the mod:
1. The files for the neko mobs (and mechs) from 1.8.9 TMC2 are still in the asset files for the mod. Are the mechs ever going to make a return let alone the funny neko mobs themselves. I know that the Grimm biome was originally named the Neko biome before it was ultimately renamed. Either the neko stuff in the files is for something entirely different (Not the dimension for sure, as you confirmed that it isn't returning to the mod via Twitter).
2. There was music for the record items back in 1.8.9 TMC2 that had their own music. I'm not talking about the dimensional music (which was ripped from various Metroid games), but the music disc tracks such as Atrophy and Untitled that were really dope. Are they original tracks or were they also from other games/media? If they are original, then I definitely do think you can try to make tracks for the Collision/Synapse at some point.
The Neko stuff was kept in case I wanted to repurpose any of it or port it to the new version but it was cut so that I could actually release the mod eventually.
The record music was stuff that I made using a sequencer and wouldn't be too difficult to re-add but isn't high priority so it wasn't added.
Why did it add this to the end of my previous post... whatever, it's staying here lol
In the Synapse, there are weird structures spawn in the sky (Made out of cobblestone, wooden fences, gold and obsidian) and they lag the hell out of the game. I'm betting this is something regarding debug.
In the Synapse, there are weird structures spawn in the sky (Made out of cobblestone, wooden fences, gold and obsidian) and they lag the hell out of the game. I'm betting this is something regarding debug.
Whatever these are there seems to be increasingly more of them as you remain in Synapse.
Hotfix released on CurseForge. Previous version was archived and shouldn't be accessible anymore.
Hotfix for previous version:
Fixes:
Fixed a crash that could occur when Minos was created via NBT data
Fixed an issue where structure debug code was left enabled in the Synapse, causing weird structures to generate (and causing extreme amounts of lag due to multiple simultaneous structures being generated)
I'm back with another post regarding changes for/questions about the mod
Armor
Is the armor from the mod supposed to be super powerful even in the earlier stages? Outside of mobs that use piercing damage or are outliers in regard to damage dealt with a singular attack (Kagar with his ability to turn you into a pile of ash with his nuke launcher), mobs that use normal melee attacks don't seem to be capable of dealing any meaningful damage to the player because of how powerful the armor sets are.
For a comparison, a full set of diamond armor takes 5 hearts of damage from Scyllas (who does 16 damage on normal, higher on hard) on hard difficulty, whereas a tier 0 merokite armor set such as fury armor only takes 4 hearts of damage from Scyllas despite the armor value having lower overall protection values. For an extreme example - the Overlord practically does no damage to the player in full reaper armor (which, mind you, only takes 3 damage from Scyllas when it melees you on hard)
On the other hand, protection on any armor piece reduces the damage dealt by piercing damage - which can make scyllas' laser deal practically no damage to the player.
I think the mobs should receive higher damage values for the most part. Might help with the issue of vanilla shields being a bit powerful (since higher damage would cause shields to degrade quicker). In addition to this, I think some attacks should be able to inflict the same shield disabling effects that axes inflict (or axe-wielding mobs like the vindicator) if they hit the player, such as the overlord bomb, scyllas/kagar's mele and Aegis' slam among other attacks.
Outside of armor stuff:
Tool changes
I think Jack of Blades is still really bad. No reason to use it over enchanted vanilla tools. Give it something like fortune IV-V and give it higher efficiency at higher achromy levels. Make it something like the Celestial Jack back in TragicMC2 so it's different from enchanted diamond tools.
Trickster's Gamble is still a complete meme despite being post-instanced. Every other instanced weapon has a trait to set it apart from normal gear/other equipment (Frostburn is powerful at crowd control, plathedron [which is crafted with post-synapse materials for some reason?] is powerful for playing defensively due to its knockback + defensive buffs and Ghostly Collapse has decent damage + a projectile that is good at dealing with crowds). I think Trickster's Gamble could deal more damage based on the amount of missing health the user has (maybe equivalent to the amount of missing health directly or 75% of it). The high cleaving the weapon has would definitely be really powerful in conjugation with this, making it powerful at the cost of the player having to play riskily.
A means of giving tools modifiers similarly to Tinker's Construct would also be really cool. Instead of enchantments, the player could maybe have the ability to do something similar by combining gear from the mod in an anvil with specific items to give them abilities that can be upgraded as more of them are applied. Weapon tree items could have their own abilities that might relate to it via enchantments, but they can get further upgraded via specific items that either add on enchantment levels or add their own enchantments. Perks already exist (which are sort of an example of what I'm talking about), but they're at the very end of the game.
Crafting Recipes
Aside from the platohedron recipe (Tier 2 item craftable from tier 3 materials...), there's a lot of redundant recipes in the mod. Some of the most absurd ones imo are as follows:
Roaring star: 9 of them can be made into a single diamond, because any sane man would kill 9 withers and collect 64 dragon breath for a single diamond.
Fury steel: 9 of them can be made into one iron ingot, because killing plenty of dangerous mobs is better than mining for an ore that arguably more common than one of the materials you use to make it.
Cybernetics: 9 Can be crafted into a single gold ingot. Same logic as above.
The point is: why would you use any of these recipes?
My suggestion: For now, heavily buff the amount of stuff you get from these recipes (E.G, fury steel gives you 36-64 iron, roaring star gives you a bunch of diamond blocks/other valuable stuff) and remove a few of them (probably remove the roaring star stuff outright, as with fury steel to iron). Later on, you could make special recipes for interesting items at some point.
EDIT: Found a bug - Echo can break end portal blocks due to them being light sources.
Do you plan on joining the small Discord server we made? Not really much going on in there so far but we're getting more people to join as we spread word of the mod.
I'm back with another post regarding changes for/questions about the mod
Armor should work as it did before, if it is too effective it might've become bugged at some point. I'll look into it when I can.
Laser damage shouldn't be getting reduced by vanilla Enchantments so I'll look into that as well.
Those recipes aren't meant to be used for a gain, they're meant for a loss when you have excessive materials. Some were set way before item economy was set up for the mod and are outlandish now but on the other hand, they change nothing if you ignore them. Not a high priority.
If you mean that the protection values should be the same as they were in the 1.10.2 snapshots (e.g, around diamond armor but with stronger toughness values) then it doesn't display such in the inventory GUI when the player hovers over them. They do increase in toughness/armor levels when appropriate (e.g, when upgrading armor sets with achromy and various modifiers that change toughness), but the protection values for them are either lower than/comparable to iron armor but they still protect more than diamond even with the weakest of armor sets from the mod (e.g, the armor set made with fury steel can protect more from a melee hit than diamond armor can, and a tier 3 set protects slightly more than protection IV diamond armor).
Thank you for the input on the recipe part. I should be able to replace them via Minetweaker if I feel the need to.
Outside of fixes and changes to current features:
Do you consider making a boss similar to the Enyvil back in TragicMC2? Like, the player has to destroy objects around it to deal meaningful damage (allowing for them to fight it with almost gear, of course with varying levels of difficulty based on that alone) and the ability to shoot a weak spot to deal additional damage? I think it was one of the best boss fights out of any mod back in 1.7.10 and I do think any upcoming boss should definitely use a similar gimmick. Terrain destruction, while it does get on the nerves of plenty of players, does spice up the fight a lot and forces the user to constantly move to new areas in order to fight it.
I personally believe it was the one boss to define TragicMC's challenge aspect (aside from Overlord, but you had to kill that dude with endgame stuff). It' was basically a dragon from Ice & Fire but it doesn't just fly into terrain and bulldoze it 100% of the time while unloading unavoidable crap, you could either avoid it or take it on and even beat it with snowballs and speed boosting equipment if you wanted to. Definitely, I think there could be dungeons in the overworld with bosses reminiscent of (some of) the earlier ones - maybe a nest with a large monster that functions similarly to TMC2's Enyvil.
The Armor module on the HUD shouldn't be used to determine armor values, my armor has a different scalar than Vanilla but displays a "friendlier" output for the HUD. I'll adjust the armor scaling when I have time to look into it more thoroughly.
I could possibly re-add Enyvil's TragicMC 2 instance as a throwback at some point. It had a lot of complexity which led to a lot of issues with it so it'll probably be simpler if brought back.
I could possibly re-add Enyvil's TragicMC 2 instance as a throwback at some point. It had a lot of complexity which led to a lot of issues with it so it'll probably be simpler if brought back.
That's certainly exciting for me to hear. Mod would be able to definitely take on a more Terraria-esque progression (with something that uses TMC2's Enyvil mechanics as the first boss you fight and the Overlord more or less being the Wall of Flesh, gating hardmode/a more difficult mode behind it). The Overlord/Perfected Overlord could drop a seed item that can be used on a time fissure to open a spatial anomaly to another dimension that acts as an outlet for more difficult mobs or just outright make the mobs in the Collision more difficult (either by spawning more dangerous mobs around players that have defeated the Overlord or giving existing ones abilities). Alternatively, killing Overlord will make Tragic nekos from the 1.7.10 version of the mod spawn in the Collision with a spawn weight of 50 and proceedingly swarm you to death every time you enter it because godlike game design. If you ever played TMC2 and decided to hop into the Collision without high-end gear then I honestly feel bad for you.
Aside from that, Ranmas, Arachne and Kagar have to be my favorite bosses so far:
Ranmas is killable with any item as long as it inflicts damage and it forces the player to deal with homing projectiles. It's reminiscent of Terraria' Eye of Cthulhu boss. Even if it just fires three projectiles per shot at half health, it's still a good fight imo.
Arachne's hopping shtick forces the player to fight the boss if they encounter it due to the leaping gimmick. Due to most of the damage being piercing and inflicting stun, the player has to avoid getting hit by the projectiles at a close range. This kind of stuff would reward the player for bringing a ranged weapon to the eroded biomes (which is obtainable beforehand anyhow).
Kagar is relatively simple, sadly, but its nuke gimmick is really fun and definitely catches me by surprise quite a bit since it forces you to quickly figure out where to run so the projectile safely passes above you and explodes a distance away. All the boss needs next is something to distract the player and forces them to either dodge a bunch of projectiles/an attack (maybe the thing could leap towards the player and try to melee them with its launcher a few times before launching a nuke; the player could be able to stun them by damaging them enough while they are charging it up in order to stun them. Kagar could be really deadly in melee combat to force the player to time when to stop attacking him and to start getting ready to dodge after attacking him while he is stunned).
The Overlord is a good fight, don't get me wrong, but I do think rebalancing its damage to make it more threatening to well-equipped players (which, at that point in the game, would have stuff such as Reaper armor and a bunch of boss weapons) is a good idea. The Cocoon phase, though, is honestly pretty boring despite the rest of it being unique for the most part. It could definitely be way more punishing with the nano swarms and should probably just outright summon Relays and even stuff such as Lockbots alongside them in order to threaten them. Hell, it should probably just belch out 2-4 harvesters once in a while that can create nano swarms passively and punish the player for not dealing with them right away. Back in TMC2, the hacked effect would punish the player (for getting hit by the nanobots and not dealing with them) and other enemies would do the dirty work - such as the seekers firewalls during the cocoon phase.
Combat phase, on the other hand, would definitely get improved once armor tweaks/damage rebalancing is done due to being able to punish the player at close range. The constant laser beam to punish the player at far range once in a while would be a huge meme to implement but I could go either way on that.
The core phase is... honestly way better than it was in 1.7.10. I mean, it could definitely maybe spawn a bunch of harvesters/nano swarms to incapacitate the player and then nibble on their arm instead of ferociously tackling them without using its 90 million Synapse minions at bay first, but that's it.
Alpha bosses (or whatever they're called now) are just really dope in general. Sad that the Administrator concept didn't make it out of planning in 1.8.9, would've enjoyed that 50 heart annihilation beam.
Going to try to get some more users to comment on this thread at some point (Sweaty already did for bug fixes, there's one other person who's a fan of the mod who speaks with me and Sweaty regarding topics on the mod over the Discord). One of them is crazy about lore and would probably want to know if the mod includes any amount of it for some of the more current stuff (as the wiki gives a few minor details on lore implications alongside other statements, such as the Collision being a merging of several different dimensions via corruption and the Synapse being the neural network of the universe or something).
Well Neko, I've pulled it off! I've killed The Overlord Perfected, in survival, from scratch, and got the challenge achievement along with it.
That said and done I'd like to say I've really enjoyed what TragicMC3's had to offer so far. The Overlord is one of the most fun boss fights i've experienced in a Minecraft mod so far and many of the other bosses in the mod present challenges like I haven't seen many other mods do.
I'm really looking forward to what you have planned!
Another update on CurseForge has been released. This update should allow for multiplayer capability and fixes a few other crashes, including one that came about due to a previous fix. There was also some minor Wiki updates. This update will be available as soon as processing/reviewing is done on CurseForge's part.
TragicMC 3 - v0.51.4813-1.96
Changes/Additions:
Added a bit more information in a few Wiki entries, including letting players know that Weapons may have multiple evolution branches depending on Influence
Updated some Wiki information regarding Aegis since the Wiki was implemented before a minor rework of it
Config category comments were modified to only appear on client-side Configs, this change was made due to Localization not playing well with the Server
[1.12]Added the built-in Forge Config GUI, this appears under the "Mod Options" when you select the "Config" button, this allows you to change settings related to the HUD, changes save to the client-side Config file only
Fixes:
Fixed an NPE that could occur when a source pretending to be a player killed something
Fixed various issues preventing the mod from running in a Server environment, allowing multiplayer to be possible
Extra note:
More testing in a multiplayer server is required to ensure of stability, as usual, please report any issues you have
I made a fan Discord for discussion relating to the mod. Might help with documentation if people join to ask questions regarding the mod's progression.
https://discord.gg/d9TBaGY
I think Claymation Prime may either be bugged or a little overtuned.
It says you need to damage him enough to where he doesn't heal after changing form; I'm shooting him with a Corruption Vacuum and dealing what should be enough damage while he's dazed to prevent healing, but after he stays in his ultimate form for a while he fully heals when he changes form.
He's pretty much unkillable and it doesn't seem like reducing his armor affects how much damage he takes.
Speaking of bosses, Empariah only seems to take 2 points of damage at maxiumum, even with a full-achromy merokite tier 2 hammer archetype weapon.
I'll look into it, this is for the 1.12.2 version I'm guessing?
Yep
Your boy Zany, back with another post:
Bugs:
SeekersFirewalls doesn't always seem to grant you the antivirus debuff and sometimes doesn't remove the impending doom effect from you (which ends up basically killing the player unless they are wearing the mod's armor, which seems to, for some reason, negate the 10 hearts of magic damage it deals?)Balance:
There are a few balance tweaks I would like to suggest:
To fix Spiderbite, I think its damage should get toned down at the very least. Having high melee range and lower damage would turn it into an alternative version of the dagger that trades a speed buff for effective melee range. Toning down the attack speed would also make it less effective as a quick swapout when paired with daggers.
2. The vampirism enchantment is stupidly powerful.
The Vampirism enchantment should have its potency halved or divided by four (0.25 or 0.5 hearts of per level) and procced on full melee hits as opposed to partial hits.
3. Trickster's Gamble is underpowered.
The damage on Trickster's gamble should be buffed from 4.5 to 9 and its passive should buff its damage amp to 1.5x damage (or +4.5 damage, if that is too powerful) after you get low enough instead of 1.33x/+1.5.
4. Corruption Vacuum, as a weapon, should not be able to stun mobs.
Null burn shouldn't 100% slow mobs, as simple as that. I think 8 damage, a DoT that damages mobs in an area and the ability to create crafting materials that can be used to repair it is good enough.
5. Useful idiot's ranged function is really underpowered, even in the context of its ability.
The projectile should inflict knockback comparable to platohedron's (or lower) and the weapon itself should do increased damage if you melee with i if you have ammo in its chamber at the cost of consuming the ammo.
6. The Jack of Spades is mediocre as a multitool.
I think the fixes would occur if you implement one of the suggestions below (in changes). Otherwise: buff the mining efficiency of the tool to be slightly above diamond.
7. Thundercrash is really bad at knocking away mobs.
It should either receive heavily increased knockback (at the farthest range, it should inflict the same knockback it does at point blank as of current, and at point blank it should be notably higher).
That, or make it work like Nekoid's pressure cannon from TragicMC2 1.8.9 and allow the player to reflect projectiles and stuff with it.Changes:
I have a few changes in mind that I believe would improve the mod. All of these are generally more widespread and effect more content within the mod:
1. TragicMC weapons should not rely on enchantments for effects. The abilities they gain with higher Achromy levels should be innate.
2. TragicMC weapons should be enchantable via normal means.
TL;dr: a few bugs, some balance changes and somewhat big gameplay changes.
Those bugs and multiple others I found doing playtesting are as a result of an internal Vanilla change from 1.10 to 1.12 that affected a few methods relating to how bounding boxes work, which the mod uses extremely heavily. The majority of issues with Bosses should be resolved after adjustments to compensate for that. This is a similar issue to certain items and abilities not working on initial 1.12 release due to internal Vanilla changes to how Itemstacks are stored and tracked.
For balancing, a few of those weapons were actually never balanced with the rest just due to me skipping them on accident. Corruption Vacuum in particular wasn't adjusted at all after creation and had a bug related to Null Burn as well. Each of the weapons have already been looked at and adjusted for next release.
As for the proposed changes, Enchantments function the same way as an internal ability would, which is why they are done that way for more generic usability. Unbreaking at higher tiers effectively acts the same as giving a straight Durability increase, negating most of the durability damage as the enchant goes to a higher level.
Another bug i've spotted with the 1.12..2 version involving spawning the Overlord and Aegis:
When you use a Synaptic Resonator on the Overlord's summoning altar after killing him once, different things occur depending on how many you have in your inventory:
- With 1-2 Synaptic Resonators in the same inventory slot, the Overlord spawns but displays the message saying you need a specific tribute as though you didn't have one
- Using it with 3 Synaptic Resonators in the same inventory slot will summon TWO Overlords and display the same chat message
- Using it with 4 Resonators in the same inventory slot summons 2 Overlords without the chat message
The summon block consumes 4 resonators at maximum
Using a cursed Tribute seems to summon a regular Overlord rather than the perfected version with the same behaviour with 1-2 Synaptic Resonators, but doing so in creative will summon two Perfected Overlords
Using the Cursed tribute on Aegis' summoning block will also summon a normal Aegis instead of Aegis Prime. Using an Aeria spawns Aefis as it should but both items will display the chat message "A specific tribute is required to summon this creature". Using the cursed tribute is creative spawns TWO Aegis Primes.
Not a bug report, but just a few questions regarding a bit of legacy/lost content for the mod:
1. The files for the neko mobs (and mechs) from 1.8.9 TMC2 are still in the asset files for the mod. Are the mechs ever going to make a return
let alone the funny neko mobs themselves. I know that the Grimm biome was originally named the Neko biome before it was ultimately renamed. Either the neko stuff in the files is for something entirely different (Not the dimension for sure, as you confirmed that it isn't returning to the mod via Twitter).2. There was music for the record items back in 1.8.9 TMC2 that had their own music. I'm not talking about the dimensional music (which was ripped from various Metroid games), but the music disc tracks such as Atrophy and Untitled that were really dope. Are they original tracks or were they also from other games/media? If they are original, then I definitely do think you can try to make tracks for the Collision/Synapse at some point.
Another update has been released on CurseForge. Blah blah processing, wait for CurseForge stuff yada yada. This update wasn't tested very thoroughly because I haven't had time to but I didn't want to sit on it for a month without releasing it so here it is.
TragicMC 3 - v0.51.4825-2.194
Changes/Additions:
Updated formatting in notifications to use vanilla methods, this shouldn't break anything but just in case, it's noted here
Evolutionary weapons can now have a Complex Influence when they hit max evolution, this change was made due to an oversight regarding their Influence-based Enchantment when Evolution was made to use Simple Influences
Excuberance no longer has a higher than intended Toughness value
Claymation no longer has as aggressive of passive healing, in it's Prime form in particular, it could heal ~20 health per immunity phase which didn't feel fun to fight against so its reduced to ~6 now in that same time frame
Adjusted Echo to have less stun immunity time after being initially stunned and after being staggered, also adjusted its shield texture to make it more obvious that it is immune
Made it so that Summon blocks can't be spammed as quickly now, they have a buffer applied in their blockstate to prevent accidentally spawning too many in at once
The mod's Bosses can no longer be Stunned or Slowed by the mod's effects
Adjusted Bullet range dropoff on Guns to be harsher, it was using too linear of a scalar over too large of a range, resulting in barely any dropoff over the course of a huge range, adjusted a few Gun's dropoff stat to utilize it better now
Adjusted Claymation Prime to render with a darker color when hit since its texture is very similar to the normal "hurt" color
Removed Spiderbite's piercing damage and reduced its innate Range modifier to 0, reduced duration and amplifier of its Poison effect, added a small chance to inflict Stun on hit
Reduced Ammo count and reload speed for Corruption Vacuum, reduced its duration and amplifier of its Null Burn effect
Increased buff given from Trickster's Gamble when the player is below half of their max health
Added Efficiency III and a Fortune II Enchantment to Jack of Blades, these Enchantments apply as it gains Achromy infusion
Slightly increased Thundercrash's knockback scalar to make downward trajectories feel more impactful
Increased Useful Idiot's bullet damage to 5 from 2 and decreased reload time to 3 seconds from 9, also increased its durability to 744 from 544
Null Burn had its damage per damage tick output reduced
Additionally, Null Burn was unintentionally applying a Slowness debuff, allowing it to "stun" at a safe distance, this is removed now
Vampirism had its healing reduced to 0.33x per Enchant level with a buffer added to it activating
Actualizer had its bullet damage reduced to 4 from 9 and durability reduced to 450 from 650
Longshot had its base damage halved (40 to 20) with its durability doubled (30 to 60), reduced Dropoff range to 16 from 24
Spritzer, Firebolt, Shadowstream all had their bullet dropoff range reduced
Symbiote had its durability increased to 968 from 666
Adjusted Bleed to work with long damage over time rather than only inflicting damage once after the effect wore off, it now does very little damage over a long period of time and can be reapplied to maintain the damage, damage resets after hitting a certain amount and is built back up to that cap
Enchantments that inflict Potion Effects have had their effect application reduced, affecting duration and amplifier of effects that are applied
Made it so that Stun renders full bright past a few seconds and reduced a few applications of Stun that were set too long
[1.12]HUD elements now update at a fixed time rather than being bound to framerate, which resulted in inconsistent display times when framerate was unstable
Fixes:
Fixed Evolutionary Weapons not maintaining their Enchantments properly through branches, resulting in Evolutions having an Enchantment they aren't supposed to yet or resulting in a final Evolution not having an Enchantment that they were supposed to have
Due to the fix for Evolutionary weapons, Armor Sets now properly gain an extra Enchantment when Influenced and at final Evolution tier (and at max Achromy infusion)
Fixed Claymation Prime having improper triggers for it healing and failing its Bonus Objective
Fixed an issue where Enyvil's stagger damage was being counted improperly during its Attack phase, resulting in extremely easy stuns when using a ranged weapon against it (and in other, various situations)
Fixed an issue where Summon Blocks would count a client and server-side activation, causing weird interactions and then deleting more Stacks then they were supposed to
Fixed an issue where Summon Blocks were taking Cursed Tribute before checking if it was a Cursed Tribute, resulting in it never summoning the Challenge version of that boss
Fixed an issue where players that were in Corruption/Withdrawal could continue using Abilities
[1.10]Fixed Weapons not syncing their info properly to the Client when on a Server
[1.12]Fixed an issue with bounding boxes caused by an internal Vanilla change when updating from 1.10 to 1.12, this affected things like potion effects from Bosses and hit radius for AoE damage and addresses multiple issues with AI
[1.12]Fixed an issue where one of the capabilities the mod uses wasn't syncing to the Client properly, resulting in the Frozen effect overlay not fading out properly
Extra note:
Due to the amount of people actually downloading the mod for 1.10.2 (less than 5% of total downloads), this may be the final 1.10.2 version unless some other major bug fixes are required.
The Neko stuff was kept in case I wanted to repurpose any of it or port it to the new version but it was cut so that I could actually release the mod eventually.
The record music was stuff that I made using a sequencer and wouldn't be too difficult to re-add but isn't high priority so it wasn't added.
Why did it add this to the end of my previous post... whatever, it's staying here lol
So uhh, funny bug:
In the Synapse, there are weird structures spawn in the sky (Made out of cobblestone, wooden fences, gold and obsidian) and they lag the hell out of the game. I'm betting this is something regarding debug.
Whatever these are there seems to be increasingly more of them as you remain in Synapse.
I'll release a hotfix in a bit for that issue, seems to be leftover from structure code debugging. Weird that it got re-enabled at some point.
Hotfix released on CurseForge. Previous version was archived and shouldn't be accessible anymore.
Hotfix for previous version:
Fixes:
Fixed a crash that could occur when Minos was created via NBT data
Fixed an issue where structure debug code was left enabled in the Synapse, causing weird structures to generate (and causing extreme amounts of lag due to multiple simultaneous structures being generated)
Extra note:
Disabled debug spam in the logger
I'm back with another post regarding changes for/questions about the mod
Armor
Is the armor from the mod supposed to be super powerful even in the earlier stages? Outside of mobs that use piercing damage or are outliers in regard to damage dealt with a singular attack (Kagar with his ability to turn you into a pile of ash with his nuke launcher), mobs that use normal melee attacks don't seem to be capable of dealing any meaningful damage to the player because of how powerful the armor sets are.
For a comparison, a full set of diamond armor takes 5 hearts of damage from Scyllas (who does 16 damage on normal, higher on hard) on hard difficulty, whereas a tier 0 merokite armor set such as fury armor only takes 4 hearts of damage from Scyllas despite the armor value having lower overall protection values. For an extreme example - the Overlord practically does no damage to the player in full reaper armor (which, mind you, only takes 3 damage from Scyllas when it melees you on hard)
On the other hand, protection on any armor piece reduces the damage dealt by piercing damage - which can make scyllas' laser deal practically no damage to the player.
I think the mobs should receive higher damage values for the most part. Might help with the issue of vanilla shields being a bit powerful (since higher damage would cause shields to degrade quicker). In addition to this, I think some attacks should be able to inflict the same shield disabling effects that axes inflict (or axe-wielding mobs like the vindicator) if they hit the player, such as the overlord bomb, scyllas/kagar's mele and Aegis' slam among other attacks.
Outside of armor stuff:
Tool changes
I think Jack of Blades is still really bad. No reason to use it over enchanted vanilla tools. Give it something like fortune IV-V and give it higher efficiency at higher achromy levels. Make it something like the Celestial Jack back in TragicMC2 so it's different from enchanted diamond tools.
Trickster's Gamble is still a complete meme despite being post-instanced. Every other instanced weapon has a trait to set it apart from normal gear/other equipment (Frostburn is powerful at crowd control, plathedron [which is crafted with post-synapse materials for some reason?] is powerful for playing defensively due to its knockback + defensive buffs and Ghostly Collapse has decent damage + a projectile that is good at dealing with crowds). I think Trickster's Gamble could deal more damage based on the amount of missing health the user has (maybe equivalent to the amount of missing health directly or 75% of it). The high cleaving the weapon has would definitely be really powerful in conjugation with this, making it powerful at the cost of the player having to play riskily.
A means of giving tools modifiers similarly to Tinker's Construct would also be really cool. Instead of enchantments, the player could maybe have the ability to do something similar by combining gear from the mod in an anvil with specific items to give them abilities that can be upgraded as more of them are applied. Weapon tree items could have their own abilities that might relate to it via enchantments, but they can get further upgraded via specific items that either add on enchantment levels or add their own enchantments. Perks already exist (which are sort of an example of what I'm talking about), but they're at the very end of the game.
Crafting Recipes
Aside from the platohedron recipe (Tier 2 item craftable from tier 3 materials...), there's a lot of redundant recipes in the mod. Some of the most absurd ones imo are as follows:
Roaring star: 9 of them can be made into a single diamond, because any sane man would kill 9 withers and collect 64 dragon breath for a single diamond.
Fury steel: 9 of them can be made into one iron ingot, because killing plenty of dangerous mobs is better than mining for an ore that arguably more common than one of the materials you use to make it.
Cybernetics: 9 Can be crafted into a single gold ingot. Same logic as above.
The point is: why would you use any of these recipes?
My suggestion: For now, heavily buff the amount of stuff you get from these recipes (E.G, fury steel gives you 36-64 iron, roaring star gives you a bunch of diamond blocks/other valuable stuff) and remove a few of them (probably remove the roaring star stuff outright, as with fury steel to iron). Later on, you could make special recipes for interesting items at some point.
EDIT: Found a bug - Echo can break end portal blocks due to them being light sources.
Do you plan on joining the small Discord server we made? Not really much going on in there so far but we're getting more people to join as we spread word of the mod.Armor should work as it did before, if it is too effective it might've become bugged at some point. I'll look into it when I can.
Laser damage shouldn't be getting reduced by vanilla Enchantments so I'll look into that as well.
Those recipes aren't meant to be used for a gain, they're meant for a loss when you have excessive materials. Some were set way before item economy was set up for the mod and are outlandish now but on the other hand, they change nothing if you ignore them. Not a high priority.
Thank you for the input on the recipe part. I should be able to replace them via Minetweaker if I feel the need to.
Outside of fixes and changes to current features:
Do you consider making a boss similar to the Enyvil back in TragicMC2? Like, the player has to destroy objects around it to deal meaningful damage (allowing for them to fight it with almost gear, of course with varying levels of difficulty based on that alone) and the ability to shoot a weak spot to deal additional damage? I think it was one of the best boss fights out of any mod back in 1.7.10 and I do think any upcoming boss should definitely use a similar gimmick. Terrain destruction, while it does get on the nerves of plenty of players, does spice up the fight a lot and forces the user to constantly move to new areas in order to fight it.
I personally believe it was the one boss to define TragicMC's challenge aspect (aside from Overlord, but you had to kill that dude with endgame stuff). It' was basically a dragon from Ice & Fire but it doesn't just fly into terrain and bulldoze it 100% of the time while unloading unavoidable crap, you could either avoid it or take it on and even beat it with snowballs and speed boosting equipment if you wanted to. Definitely, I think there could be dungeons in the overworld with bosses reminiscent of (some of) the earlier ones - maybe a nest with a large monster that functions similarly to TMC2's Enyvil.
The Armor module on the HUD shouldn't be used to determine armor values, my armor has a different scalar than Vanilla but displays a "friendlier" output for the HUD. I'll adjust the armor scaling when I have time to look into it more thoroughly.
I could possibly re-add Enyvil's TragicMC 2 instance as a throwback at some point. It had a lot of complexity which led to a lot of issues with it so it'll probably be simpler if brought back.
That's certainly exciting for me to hear. Mod would be able to definitely take on a more Terraria-esque progression (with something that uses TMC2's Enyvil mechanics as the first boss you fight and the Overlord more or less being the Wall of Flesh, gating hardmode/a more difficult mode behind it). The Overlord/Perfected Overlord could drop a seed item that can be used on a time fissure to open a spatial anomaly to another dimension that acts as an outlet for more difficult mobs or just outright make the mobs in the Collision more difficult (either by spawning more dangerous mobs around players that have defeated the Overlord or giving existing ones abilities).
Alternatively, killing Overlord will make Tragic nekos from the 1.7.10 version of the mod spawn in the Collision with a spawn weight of 50 and proceedingly swarm you to death every time you enter it because godlike game design. If you ever played TMC2 and decided to hop into the Collision without high-end gear then I honestly feel bad for you.Aside from that, Ranmas, Arachne and Kagar have to be my favorite bosses so far:
The Overlord is a good fight, don't get me wrong, but I do think rebalancing its damage to make it more threatening to well-equipped players (which, at that point in the game, would have stuff such as Reaper armor and a bunch of boss weapons) is a good idea. The Cocoon phase, though, is honestly pretty boring despite the rest of it being unique for the most part. It could definitely be way more punishing with the nano swarms and should probably just outright summon Relays and even stuff such as Lockbots alongside them in order to threaten them. Hell, it should probably just belch out 2-4 harvesters once in a while that can create nano swarms passively and punish the player for not dealing with them right away. Back in TMC2, the hacked effect would punish the player (for getting hit by the nanobots and not dealing with them) and other enemies would do the dirty work - such as the s
eekersfirewalls during the cocoon phase.Combat phase, on the other hand, would definitely get improved once armor tweaks/damage rebalancing is done due to being able to punish the player at close range. The constant laser beam to punish the player at far range once in a while would be a huge meme to implement but I could go either way on that.
The core phase is... honestly way better than it was in 1.7.10. I mean, it could definitely maybe spawn a bunch of harvesters/nano swarms to incapacitate the player and then nibble on their arm instead of ferociously tackling them without using its 90 million Synapse minions at bay first, but that's it.
Alpha bosses (or whatever they're called now) are just really dope in general. Sad that the Administrator concept didn't make it out of planning in 1.8.9, would've enjoyed that 50 heart annihilation beam.
Going to try to get some more users to comment on this thread at some point (Sweaty already did for bug fixes, there's one other person who's a fan of the mod who speaks with me and Sweaty regarding topics on the mod over the Discord). One of them is crazy about lore and would probably want to know if the mod includes any amount of it for some of the more current stuff (as the wiki gives a few minor details on lore implications alongside other statements, such as the Collision being a merging of several different dimensions via corruption and the Synapse being the neural network of the universe or something).
Well Neko, I've pulled it off! I've killed The Overlord Perfected, in survival, from scratch, and got the challenge achievement along with it.
That said and done I'd like to say I've really enjoyed what TragicMC3's had to offer so far. The Overlord is one of the most fun boss fights i've experienced in a Minecraft mod so far and many of the other bosses in the mod present challenges like I haven't seen many other mods do.
I'm really looking forward to what you have planned!